New blog post: The Secret Life of Blocks: Why Minecraft Mobs Aren't Always Just Blockheads

Ever wondered why Minecraft mobs sometimes seem utterly clueless, or why your automated farm occasionally grinds to a halt? It all comes down to the surprisingly complex world of pathfinding in a game built of ever-generating blocks.

https://rhodzy.com/blog/the-secret-life-of-blocks-why-minecraft-mobs-arent-always-just-blockheads

#minecraft #pathfinding #gaming #java #automation

rhodzy.com

Some awesome Defold extensions from
@selimanac have been updated ๐Ÿงก

๐Ÿ” Graph Pathfinder and A* for pathfinding
๐Ÿ’ฅ DAABBCC and DAABBCC3D for high-performance AABB collision handling

Each one is fast, maintained, and well documented - exactly the kind of tools we love to see in the Defold community!

Check out those and more from Selim in our Asset Portal:

https://defold.com/authors/6100d3b33dfe49f042484ab76af0781e/

#MadeWithDefold #gamedev #indiedev #pathfinding #physics

Lane Graph | Game Toolkits | Unity Asset Store

Get the Lane Graph package from Blackbyte Games and speed up your game development process. Find this & other Game Toolkits options on the Unity Asset Store.

Some _very_ early algorithm concept/pre-viz sketches/explorations for the Tron Legacy (2010) intro sequence. They informed another concept/approach in which we applied a similar algorithm to progressively trace out edges of an initially invisible and super detailed 3D city mesh. This required a lot of effort to retopologize the (huge) geometry supplied and creating a multi-res navigation graph to prioritize long/major edges over shorter ones, filter out undesired edges/directions, thereby creating a visual reveal in which the agents progressed from tracing out super low-res boxes to high-res architectural features... Eventually, both of these prototypes weren't used though, and the director & team opted for a more stripped down solution with much fewer agents/traces, created in Houdini...

#TextureTuesday #GenerativeArt #AlgorithmicArt #Agents #PathFinding #Geometry #Traces #Toxiclibs #ProcessingOrg

React Cosmos

Really enjoying learning about #pathfinding algorithms and how to apply them to #tilemaps in #Godot.

#Godot4 #GDScript #GameDev #Programming #BFS #BreadthFirstSearch #tileset

If I had a grid with grid-based movement, how would I go about finding all paths from a given spot with a given length?

Typical #pathfinding solutions seem to find the shortest path from point A to point B. But I want to find a list of all point B's where the path from point A is a length of (say) 5 (e.g. 5 grid cells).

Does something like this exist?

#GameDev #Programming